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- All HBS Web
(519)
- People (2)
- News (173)
- Research (247)
- Events (4)
- Multimedia (1)
- Faculty Publications (69)
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- July 2007
- Article
A Two-Person Game of Information Transmission
By: Jerry R. Green and Nancy L. Stokey
We consider a statistical decision problem faced by a two player organization whose members may not
agree on outcome evaluations and prior probabilities. One player is specialized in gathering information
and transmitting it to the other, who takes the decision. This... View Details
Green, Jerry R., and Nancy L. Stokey. "A Two-Person Game of Information Transmission." Journal of Economic Theory 135, no. 1 (July 2007): 90–104.
- January 2002
- Article
How Communication Improves Efficiency in Bargaining Games
By: Kathleen L. McGinn, Leigh Thompson, Robert Gibbons and Max H. Bazerman
McGinn, Kathleen L., Leigh Thompson, Robert Gibbons, and Max H. Bazerman. "How Communication Improves Efficiency in Bargaining Games." Games and Economic Behavior 38, no. 1 (January 2002): 127–155. (Reprinted in M.H. Bazerman, ed., Negotiation, Decision Making and Conflict Management, Volume 3, Edward Elgar Publishing, 2005.)
- May 2012
- Article
Correlation in the Multiplayer Electronic Mail Game
By: Peter A. Coles and Ran Shorrer
In variants of the Electronic Mail Game (Rubinstein, 1989) where two or more players communicate via multiple channels, the multiple channels can facilitate collective action via redundancy, the sending of the same message along multiple paths or else repeatedly along... View Details
Keywords: Electronic Mail Game; Stag Hunt; Coordination; Signaling; Networks; Behavior; Communication; Trust; Game Theory
Coles, Peter A., and Ran Shorrer. "Correlation in the Multiplayer Electronic Mail Game." B.E. Journal of Theoretical Economics 12, no. 1 (May 2012).
- 2000
- Working Paper
How Communication Improves Efficiency in Bargaining Games
By: Kathleen L. McGinn, Leigh Thompson, Robert Gibbons and Max Bazerman
- 1998
- Working Paper
Outperforming Equilibrium Models of Communication in Bargaining Games
By: Kathleen L. McGinn, Leigh Thompson, Robert Gibbons and Max Bazerman
- November 2006
- Background Note
Technical Game Theory Note #6: Multiple-Round Games and Reputations
By: Dennis A. Yao
Provides a game theory-based interpretation of reputations and reputation building. View Details
- 1999
- Working Paper
Using Dyadic Strategies to Outperform Equilibrium Models of Communication in Bargaining Games
By: Kathleen L. McGinn, Leigh Thompson, Robert Gibbons and Max Bazerman
- 1980
- Article
The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game
By: J. K. Murnighan and A. E. Roth
Murnighan, J. K., and A. E. Roth. "The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game." Journal of Personality and Social Psychology 39 (1980): 92–103.
- August 1977
- Article
The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game
By: J. K. Murnighan and A. E. Roth
Murnighan, J. K., and A. E. Roth. "The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game." Management Science 23, no. 12 (August 1977): 1336–1348.
- Article
Delayed-Response Strategies in Repeated Games with Observation Lags
By: Drew Fudenberg, Yuhta Ishii and Scott Duke Kominers
We extend the folk theorem of repeated games to two settings in which players' information about others' play arrives with stochastic lags. In our first model, signals are almost-perfect if and when they do arrive, that is, each player either observes an almost-perfect... View Details
Fudenberg, Drew, Yuhta Ishii, and Scott Duke Kominers. "Delayed-Response Strategies in Repeated Games with Observation Lags." Journal of Economic Theory 150 (March 2014): 487–514.
- May 2021
- Article
Is No News (Perceived as) Bad News? An Experimental Investigation of Information Disclosure
By: Ginger Zhe Jin, Michael Luca and Daniel Martin
This paper uses laboratory experiments to directly test a central prediction of disclosure theory: that strategic forces can lead those who possess private information to voluntarily provide it. In a simple sender-receiver game, we find that senders disclose favorable... View Details
Keywords: Communication Games; Disclosure; Unraveling; Experiments; Information; Product; Quality; Communication; Consumer Behavior
Jin, Ginger Zhe, Michael Luca, and Daniel Martin. "Is No News (Perceived as) Bad News? An Experimental Investigation of Information Disclosure." American Economic Journal: Microeconomics 13, no. 2 (May 2021): 141–173.
- 25 Sep 2000
- Research & Ideas
Cyber-Marketing: Scouting the Digital Communications Frontier
becomes evident that digital communications will fundamentally reshape the way businesses market, and often deliver, goods and services. The current communications revolution is hardly the first to be... View Details
Keywords: by Peter K. Jacobs
- October 2023 (Revised March 2024)
- Case
Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game
By: Tsedal Neeley, Jeff Huizinga and Emily Grandjean
Ken Xie, cofounder of cybersecurity giant Fortinet, faced a critical decision that would validate his leadership. Fortinet became the industry’s second-largest pureplay cybersecurity firm by developing differentiated hardware and investing in R&D. However, after a... View Details
Keywords: Leadership Development; Leadership Style; Marketing Strategy; Communication Strategy; Cybersecurity; Competitive Advantage; Information Technology Industry; United States; Sunnyvale
Neeley, Tsedal, Jeff Huizinga, and Emily Grandjean. "Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game." Harvard Business School Case 424-016, October 2023. (Revised March 2024.)
- December 1998
- Case
NHL 1998: "The Coolest Game in Nagano"
By: Stephen A. Greyser and Kirk A. Goldman
Explores the National Hockey League's participation in the 1998 Winter Olympics, for which a "winter break" was taken from the regular schedule. The benefits and risks associated with the NHL's Olympic participation are one specific focus. In addition, the case address... View Details
Keywords: Risk Management; Brands and Branding; Marketing Communications; Opportunities; Competitive Strategy; Expansion
Greyser, Stephen A., and Kirk A. Goldman. NHL 1998: "The Coolest Game in Nagano". Harvard Business School Case 599-024, December 1998.
- 2010
- Working Paper
Lawful but Corrupt: Gaming and the Problem of Institutional Corruption in the Private Sector
This paper describes how the gaming of society's rules by corporations contributes to the problem of institutional corruption in the world of business. "Gaming" in its various forms involves the use of technically legal means to subvert the intent of society's rules in... View Details
Keywords: Crime and Corruption; Civil Society or Community; Competitive Advantage; Earnings Management; Trust; Law; Performance; Investment Funds; Private Sector; Behavior; Relationships; Goals and Objectives
Salter, Malcolm S. "Lawful but Corrupt: Gaming and the Problem of Institutional Corruption in the Private Sector." Harvard Business School Working Paper, No. 11-060, December 2010.
- 02 May 2016
- Research & Ideas
Why People Don’t Vote--and How a Good Ground Game Helps
Democracy has a dirty little secret. Despite the fever pitch over presidential primaries this year, the truth is there are few people actually voting. Before the most recent round of voting, only some 11 percent of eligible Democrats voted in the primaries, and the... View Details
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Asia; China; Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- 14 Aug 2014
- Working Paper Summaries
The State of Small Business Lending: Credit Access During the Recovery and How Technology May Change the Game
- November 2017
- Teaching Note
Tencent
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 718-426.
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Value Creation; Emerging Markets; Product Development; Segmentation; Business Units; Communication; Profit; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Asia; China; Canton (province, China)
- 15 Dec 2006
- Working Paper Summaries